using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Tsundere
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;


        public static Game1 Self;
        

        Objeto3D objeto;
        Camera3D camera1, camera2;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            Self = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);



            camera1 = new Camera3D(GraphicsDevice);
            camera1.position.Z = 40;
            

            camera2 = new Camera3D(GraphicsDevice);
            camera2.position.X = 69;
            camera2.position.Z = 40;
            camera2.position.Y = 20;

            

            objeto = new Objeto3D(Content.Load<Model>("Alien Probe/FBX/probe"));

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            objeto.Update(gameTime);

            camera1.lookAt = objeto.posicao;
            camera2.lookAt = objeto.posicao;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        { 
            RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height);

            GraphicsDevice.SetRenderTarget(renderTarget);
            GraphicsDevice.Clear(Color.Black);
            
            if (Keyboard.GetState().IsKeyDown(Keys.C))
            {
                objeto.Draw(camera1, GraphicsDevice);
            }
            else
            {
                objeto.Draw(camera2, GraphicsDevice);
            }

            

            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();
            spriteBatch.Draw(renderTarget, Vector2.Zero, Color.White);
            spriteBatch.End();

            renderTarget.Dispose();

            base.Draw(gameTime);
        }
    }
}
